With Italics being additions as I "repost" these
With a few recent threads on B-tech weapons I thought it might be a good idea for me to put up my 2 cents on this subject.
Now I do not clam to be 100% correct on this, but I have done more than one debate on B-tech, and much of the info I have used on this comes from the rules and fluff. Now Battletech is a very hard universe to get any idea on what it can do, and at times contradictory. Nor is it a universe that showcases it's technology very much, focusing more on people than technology. As such it dose not have teloporters, nanotech, advanced AIs and the like.
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Turn length
1: A regular B-tech turn is 10 seconds long, but the firing phase only takes place during a fraction of that time, after all the range calculation is based on where the units end up and not where they start from. This also applys to Capital scale's minute long turns.
2: Rule sets such as the old dueling rules reduced each turn to 2.5 seconds, and allowed a weapon to be fired every turn if the player wanted to (with a resulting monumental heat spike), thus further indicating that B-tech weapons fire takes place in less than a full 10 second turn.
Armor composition
1: B-tech armor is a composite comprising two main layers, the first is a Super hard steel alloy, the second is Cubic boron nitride (CBN) reinforced by diamond mono-filament, a third layer made from honey combed titanium acts as a structural support.
2: Ferro-Fibrous reinforces the steel layer with diamond mono-filament (a real trick)
3: due to the known armor mass on B-tech units and the large surface area mechs have, the armor would be at best about an inch thick, more likely less.
Energy Resistance capability's
1: The Fluff commonly mentions that the armor is routinely melted by a laser or particle cannon hit, with a few references to vaporization.
2: Assuming the armor is a 50 / 50 mix of Steel and CBN with a single point (62.5kg) of armor having roughly 30kg of each, and assuming the armor is melted.
3: The Steel layer would take about 28 megajoules to melt, the CBN layer would take about 170 megajoules for a combined total of just under 200 megajoules to melt one point of armor.
4: If one wanted to vaporize a single point of armor then the energy required would be roughly 450 megajoules or so. Though not all of the armor has to be vaporized or even melted (i.e. falling off) which would reduced the energy required.
5: As such a small laser would range from 100 megajoules to 1.5 gigajoules in power or more, depending on the values you use, but a full melt number would result in a small laser having 600 megajoules. And a Clan Heavy Large Laser would range from 530 Megajoules to 7.2 gigajoules with the full melting numbers being 3.2 gigajoules. Currently I tend to view the energy requirements as around 30-50 megajoules per damage point, to account for ICE engines being able to power energy weapons for at lest a few dozen shots and that their are a few issues with high yield energy weapons, at lest so I am told. Still a medium laser at ~200 megajoules per shot is still quite powerful, even compared to real life lasers.
Kinetic Energy Resistance
1: Autocannons are not typically used to get an idea of Ke Resistance due to largely unknown variables (how much mass is the propellant charge, how many rounds in a single shot, etc...), As such Gauss Rifles are preferred here.
2: Gauss Rifles are stated to fire hypersonic rounds (their are some quotes suggesting lower but I have found a lot more quotes supporting the higher speeds, never mind the rules...). Hypersonic is any velocity faster than Mach 5 (to about Mach 10ish) or 1,710m/s (~5,600fps). Though their not likely to be right at the hypersonic line but quite a bit faster than that. Particularly when using the ranges provided with capital scale a Gauss Rifle has a minimum MV of 6km/s (and a range of 360km -in space), though I'm not to fond of using these values, their a bit wacky, though they at the lest suggest that B-tech weapons have a very high MV.
3: Let's assume than a Gauss rifle has a MV of 2,200m/s (~mach 6.5, comfortably in the hypersonic range), as such a regular Gauss Rifle would have a Ke of 300 megajoules or roughly 20 megajoules per damage point. When scaled a heavy Gauss Rifle slug at 250kg (vs 125kg of the "regular Gauss") would have a MV of 2,000m/s and a Ke of some 500 megajoules.
4: 300 Megajoules (Mj) is roughly equivalent to a 16 inch battleships gun (like the ones on the North Carolina and South Dakota class's -which produced ~300 Mj at the muzzle) and 500 Mj is considerably more than the 18.1 inch guns on the Yamato (~440Mj).
5: Considering that B-tech armor is less than an inch thick and is perfectly capable of stopping multiple Gauss Impacts B-tech armor is quite impressive in this area (considering that current day tanks would be reduced to scrap when hit by a 16 inch naval shell). As such I find it unlikely that a real life Ke tank round is going to be all that effective on mech armor (also note than most real life tank rounds produce less than 9Mj of Ke). One thing to note is that with these velocity's a gauss rifle would have quite the recoil, so it would seem that B-tech has some impressive anti recoil gear that largely goes unreported.
6: While Autocannons are not typically used in such calculations they do fire hypervelocity shells (IIRC velocity's above 2km/s), though for the most part references to these speeds are uncommon, with the more generic term "high speed streams" being more often used. Also like wise capital scale ranges require very high velocity's to acheave.
7: As such even a weak weapon such a the AC-2 is quite powerful, being some five times more powerful (if not more) than most current tank guns.
Weakness
1: B-tech Armor seems to be weaker to burst fire weapons like Machineguns, hence why autocannons where created, as single shot weapons had to resort to firing really big rounds in order to start damaging the armor
2: B-tech Armor also is weaker to high mass and low velocity impacts than to high velocity and low mass impacts, such as melee attacks and falling damage.
Range
1: Total Warfare Mentions that the "relatively low" ranges are due to game play purposes, and not truly indicative of the universe (even then they still like to use them in fluff...).
2: Tactical ops introduces the Line of sight rules which allows many weapons to have ranges out to the units line of sight (which on a flat plain would be roughly out to the horizon or some 15km distant)
3: Tactical ops also introduces "Rifle" cannons, primitive weapons introduced and developed in the centuries before the autocannon was introduced in 2250, and is smiler to weapons we would use today (the "light rifle cannon" even has a smiler weight to current tank guns). One can use these weapons in-game range to get an idea of how much the ranges have been reduced for game play (basically, by roughly a factor of six to 14, depending on which B-tech weapon you use and the what real life range you use (i.e. three to five kilometers is typical for real life tanks)).
4: Strategic ops allows mechs and other units to be used in space, though they can only fire at units in their own hex, giving them a range of 9 to 18km (depending on the POV of where the mech is in the hex).
Infantry Weapons.
Well B-tech weapons are powerful and the armor equally as tough but how dose this apply to infantry weapons?
Their is some evidence for Infantry weapons being quite powerful in their own right. For example the fluff describes the Zeus Heavy Rifle as a 12.7mm weapon firing a 45 gram slug at hypersonic velocity's, thats at lest 65 kilojoules (more than three times the power of a 50 cal BMG round). Other Examples include a Laser pistol that has a yield of 100 kilojoules per shot (or 20g of TNT), Laser Rifles exploding heads, Tsunami Gauss Rifles with 1.5Mj of Ke, the well known Magshot delivering over 500 kilojoules of Ke and so on. Oh and their is some mention of "Nuclear" hand grenades... In any case That would be quite the recoil for the Zeus, though one of the novels mentions that it has recoil compensation that makes it feel more like a 7mm rifle.
And for thoughs who wounder what calibers B-tech autocannons are, well here's a list of Calibers that I have found. And as one can see theirs a few contradictions...
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Machineguns
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20mm Gatling = 20mm (TRO 3039) scorpion tank entry (same entry mentions 30mm based guns)
M100 = 12.7mm (lethal heritage) -Phawk
Johnston minigun = 20mm (temptation by war) Ranger VV1 -described as caseless (ch 14)
Scattergun = 20mm (temptation by war) DI Schmitt
22mm Gatling = 22mm (TRO 3075) JES 1 entry
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Class 2 Autocannons
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Whirlwind-L = 32mm (Binding force) BlackJack BJ-1
Whirlwind-L = 30mm (Threads of ambition) Blackjack BJ-1
SarLon = 30mm (TRO 3026) Warrior VTOL
Thor RAC-2 = 40mm (TRO 3058) Warrior VTOL
Mydron Model D-rf (Ultra) = 20mm (Imminent Crisis) Jagermech III
Mydron Model D = 30mm (Threads of ambition) Jagermech
Defiance Shredder LBX = 20mm (Fortress republic) -Catapult
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Class 5 Autocannons
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GM Nova 5 Ultra = 50mm (Binding force) -cataphract
GM Nova 5 Ultra = 40mm (Illusions of victory) -Cataphract
GM Whirlwind = 120mm (Thunder ridge & Wolves on the border) -Marauder
GM Whirlwind = 50mm (killing field) -Marauder
Armstrong J11 = 80mm or 90mm (Thunder ridge, same book) -Shadow Hawk
Imperator-A = 80mm (Price of Glory) -Riflemen
Whirlwind = 60mm (Price of glory) -Wolverine
Whirlwind = 90mm (Wolves on the border) -Wolverine
Imperator Ultra AC-5 = 80mm (Storms of fate) -Vulcan & Daikyu
Armstrong AC-5 = 50mm (Double blind) -Clint
Armstrong AC-5 = 105mm (TRO 3075) -Merkava Hvy Tank
Pontiac Light = 40mm (Illusions of victory) -Striker mech
Snake killer LAC-5 = 60mm (Battlecorps) -Shadowhawk-9D
Mydron Model RC RAC5 = 50mm (A call to arms & fortress republic) -Legionnaire & Rifleman
Mydron Tornado RAC5 = 50mm (By Temptations and By War) -DI Schmitt
Defiance type J AC-5 = 75mm (Heir to the dragon) -Zeus 6S
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Class 10 Autocannons
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Luxor-D = 80mm (Price of glory, Ghost of winter) -centurion
Mydron Excel UAC = 80mm (Patriots and tyrants) -Enforcer
Mydron Excel LBX = 80mm (Patriots and styrene) -Dragon Fire
Mydron Excel LBX = 80mm (Illusions of victory) -Cataphract
Defiance Disintegrator?= 100mm (end game) -Banshee
Mydron Model B = 80mm (Flash point) -Bushwacker
Federated AC-10 = 80mm (Flash point) -Enforcer
Imperator Code Red = 100mm (Flashpoint) -Challenger MBT
KaliYama = 80mm (Illusions of victory) -Orion
Imperator Code Red = 80mm (Illusions of victory) -Emperor
Imperator-B = 80mm (Warrior en Guard) Urbanmech (implied to be smiler in caliber as the Riflemen)
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Class 20 Autocannons
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Death Giver = 100mm (Heir to the dragon) -Atlas
Pontiac 100 = 100mm (Heir to the dragon) -Victor
Armstrong = 120mm (binding force) -Von Luckner MBT
Chemjet = 185mm (TRO 3026) -Demolisher I tank
Crusher SH = 150mm (TRO 3026) -Hetzer Assault gun (or 120mm Threads of ambition)
Defiance Thunder Ultra = 120mm (Patriots and Tyrants) -Blitzkrieg
Defiance Disintegrator LBX = 120mm (Patriots and Tyrants) -Barghest -Illusions of victory & The Dying time as well
Kali Yama Big Bore = 120mm (Threads of ambition) -Thunder
Tomodzuru = 180mm (Era Report 3052) -Hunchback
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Unknown types
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Jagermech "500mm" AC (Double blind)
Mackie 5S AC-5 = 110mm (Birth of a King scenario)
Jagermech 7F RAC-5 = 80mm (End Game) -can not find what model these are, but the two known RAC-5s are said to be 50mm...
Templar omni, Grayson config AC-5 = 40mm (Imminent Crisis)
Blackjack omni LBX-10 = 80mm (Binding force)
Clan (TRO 3060 for the most part)
Type 9 UAC 10 = 75mm
Type 10 UAC 20 = 120mm (Fortress republic) SM1 Tank Destroyer
Type 20 UAC 20 = 200mm (Battlecorps, Fire Scorpion 3 entry)
Type 25 UAC 2 = 50mm
Type 31 UAC 5 = 40mm
Type Cov LBX-10 = 75mm (their are two sizes, the Mars says it's 150mm, but the Ishtar says 75mm)
Type COVR-X LBX-5 =40mm
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Well here's a few notes on artillery, and just how big are they.
At 30 metric tons the Long tom is not that far off from historical guns of it's size.
Sense a Long tom uses 200 kilograms per shot a Long tom is easily in the 9 to 10 inch range (228 to 254mm). As 203mm guns fired ~105kg (land based it's 90kgs naval it's ~120kgs) shells, so 203mm guns are a bit to light.
The M1 240mm (9.45in) Super Heavy Howitzer of WW2 (and Korea) fame, was a massive 29.35 metric tons and fired 160kg shells.
The German 24cm H39 siege howitzer was 27 metric tons and fired a smiler shell. -Just add ~40kg for propellant and theirs your 200kg shot.
For "Snipers" it's 100kg shot puts it the range of 170mm guns like the 17cm K18, M107 SPH and the 180mm S-23. The weight is not to far off as well at 20 tons (the K18 is 17 tons (interestingly it's travel weight was 23 metric tons), the M107 is a SPH so no real numbers on the gun weight, but the soviet S-23 was 21 metric tons.)
This leaves the Thumper, at 50kgs per round and 15 metric tons in weight. It's shell weight is close to 130mm but guns of that size are half the weight. Their are 15cm guns in the 15 ton range, but the shells are ~45ish kg in weight, but I supose the shells could be a bit lighter than what we use...
Arrow 4s are well short range tactical missiles. Though I have not found any real good analogs in a smiler weight range.
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Missiles.
Missiles are a bit hard to get a Idea of how powerful they are, so I can only give some basics, in the second book of the warriors of Kerensky series, Victor and crew are in a wolf dragoons meeting hall, when they find a 3kg block of explosives under the table, well they describe the explosives as capable of demolishing the entire level of the building they where in. On page eight of the old house Laio book it mentions nuclear hand grenades (this is also mentioned in Jihad Terra book), though no info if these weapons are still around however. If B-tech can make "hand grenade" sized "nukes", I wonder what they could do with regular explosives (multiple "nuke grenades" where described as destroying three city blocks, in the Laio book).
Also IIRC their are a few times when Elemental's get hit by some LRMs or SRMs and they go flying, dead or not...
An LRM is a 8.33kg "semi-guided" missile, likely optical guided (if LRMs are not guided then why don't they have a -1 to hit like MRMs and Rockets, which attribute the -1 due to the lack of guidance systems), though its a limited guidance package at best in any case (after all LRMs are cheap very cheap, at only 250 C-bills per round (less than 1,300 USD)). At 8.33kg a LRM is 1.6kg heavier than a 105mm RPG-29 round (6.7kg) or 1.2kg heavier than the MILAN 3 missile (7.1kg). SRMs are 10kg, and like LRMs are "semi-guided", at 10kgs their 1.8kgs less than a Javelin Anti-tank missile (which is 11.8kg, thats the missile, the other gear adds more weight).
MRMs are 4.166kg in weight which are comparable in weight to LAWs and other "RPGs", and are effectively dumb fire rounds, due to a lack of built in guidance systems. And Clan ATMs are 16.66kg (on the lighter end of the heavier "man" portable ATGMs like the TOW).
In essence a SRM 6 is firing a half a dozen Javelin analogs in a volley, a LRM 20 is firing 20 RPG-29 or MILAN analogs and MRM 40s are firing 40 LAWs at a time.
I orginaly posted in a later post but im placing this here as it goes along with this subject...Thunderbolt missile, though as each missile differs in size depending on the damage value (T-bolt 5 is 83kg, T-bolt 10 = 166kg, T-bolt 15 = 250kg and the T-bolt 20 is 333kg) The 15 and 20 are roughly comparable to the AIM-65 Maverick (which is 210-300kg, depending on the model), though the lighter ones have no real counter parts (a likely choice for the T-bolt 5 being the Hellfire, however it's only 50kg vs 83kg for the T-bolt -or the T-bolt is 60% heavier (compared to the T-bolt 20s being only 10% heavier than the heaviest Maverick)). I remembered this as I was looking at the (new) TRO 3085 entry on the DCMS new missile mech the Orochi (an "upgraded" Longbow mech) which had a pair of Thunderbolt 20 launchers.
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Stealth
Battletech as a wide array of Stealth Technology's available.
Battlemech Stealth Armor
Invented in 3063 by the Capellan Confederation in an attempt to mimic the old Starleage Null sig armor. It is in it self a adaptation of Ferro-fibrous Armor, that is also a complex array of heat baffles, radar and Electromagnetic absorbent materials, though to be trully effective it requires an Active ECM component in the Guardian ECM pod (which is a broad spectrum device, covering a wide range of EM types). In the early 3070s Vehicles & Aircraft started to get their own counter part to mech Stealth armor (in the current RPG it works on IR and EM based sensors, and the GECM works on the EM side of things).
On a side note, Aerospace fighters with Stealth Armor do not get any stealth modifiers if the unit is expending thrust, This is due to the fact that their is no real stealth in space as it's almost impossible to hide the Exhaust from a Fusion torch (and Battletech drives are very very powerful). However in space if the unit is costing you do get the benefits of Stealth armor, even if you are firing large amounts of energy weapons (and all the heat they produce...) which provides an interesting thought but I'll come back to that later. Atmospheric operations get the full benefits of Stealth armor though.
Null Sig Armor (Starleage created in 2630 and went extent in 2790)
This is the Starleage counter part to the "modern" Capellan Stealth armor, it's a bit more advanced as it dose not require a GECM pod to be effective. This armor works with the Chameleon Light Polarization Shield (CLPS).
Chameleon Light Polarization Shield (Starleage created in 2630 and went extent in 2790)
This Armor is a Optical based Stealth System, in fact current B-tech mimetic armors are a bit more advanced than this device. The CLPS is a Series of Computers and cameras tied into a special pigment that allow it to shift colors based on the terrain the mech is found in. While it dose not make the mech truly invisible it dose reduce it's outlines at range.
Void Sig Armor (introduced in the 3070s by the Word of Blake)
This is a "upgrade" of sorts to the older Null Sig and Chameleon LPS system, It's basically a full up mech scale Mimetic Armor making the mech almost invisible to optical systems, and with the "required" ECM gear almost invisible to IR and Electromagnetic based sensors as well. However the faster the unit goes the less effective the mimetic armor is. And at speeds above 54kph it hardly works at all.
Battle Armor Stealth Armors
Stealth Armor
Comes in a few configurations of different strength and ability's (as well as weight and cost). Like Mech Armor It works on IR and EM based suppression techniques. However unlike Mech Scale Stealth armor, Battle Armor stealth also includes some optical based stealthing.
BA Mimetic Armor, this actually comes in two flavors on is Armor based and the other is a add on package not tied to the armor, both work the same, by using a series of cameras, computers and special pigments to change the color of the units "skin" thus blending in with the back ground, but like with it's larger scale counter part(s) the faster the unit goes the less effect it has. The add on package is not quite as good as the Full up Mimetic armor but it dose work with regular BA Stealth Armor (though the full up Mimetic dose have some EM and IR stealth ability's -but not on the same level as the other kinds).
Also Regular Infantry can get IR, EM and Optical based Stealth suits (and in any combination), though these are more often seen in spec ops forces than line infantry.
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Now for that interesting though I mentioned earlier.
B-tech it seems has Decent IR stealthing even on basic units, after all a battlemech standing still at rest has a smiler IR reading as a infantry platoon of some 30 guys, B-tech Stealth armor also seems to ignore the effects of weapons heat, even in space, though with the drive lit up the stealth in space dose not work (considering just how much energy b-tech energy weapons use...)
And the fact that when B-tech dose use IR missile they only work on units that are over heating.
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In 1999 1 C-bill was equal to 3 USD (3rd ed of the RPG) and that was set in 3062
in 1991 it was 5 USD per C-bill (3052 -2nd ed RPG)
in 1986 it was 5 USD per C-bill (3025 -1st ed RPG)
If we swap out the 1999 USD with to the values of 2009 then a C-bill is worth 3.86 USD
The New house books actually give out yearly salaries by social class (well biweekly really -assuming 52 weeks per year)
The numbers are dependent on where you live, and range from highest to lowest, for example the Davion high assumes you live on worlds like the golden five, or other such core worlds, the lower is if you are living on the back water worlds of the outback. The chart goes much higher but the rank of Baronet is the highest a regular person can reach, though that would be hard (like a commoner foiling a coup and rescuing the heir apparent from certain death at the same time, could conceivable be granted the title of Baronet)
These numbers are all for 3067 however.
House Davion
Minimum wage 4,060 to 2,054 C-bills
Lower 13,634 to 7,575 C-bills
Middle 18,242 to 11,265 C-bills
Upper 73,890 to 34,960 C-bills
Knight 101,966 to 42,728 C-bills
Baronet 215,261 to 106,390 C-bills
House Marik
Minimum 4,071 to 2,757 C-bills
Lower 15,519 to 12,906 C-bills
Middle 20,807 to 18,139 C-bills
Upper 83,486 to 71,877 C-bills
Knight 123,191 to 97,812 C-bills
Marquis 251,076 to 201,737 C-bills (I do not think it's smiler to the other "ranks" but it's the next rung up on the chart)
House Steiner
Minimum 3,922 to 3,401 C-bills
Lower 11,905 to 10,504 C-bills
Middle 18,541 to 16,179 C-bills
Upper 72,307 to 63,755 C-bills
Knight 98,181 to 84,147 C-bills
Baronet 196,338 to 168,293 C-bills
As for the other major houses well their not out yet, so no numbers their, but here's some of the minor houses.
Taurian Concordat
Minimum 1,201 to 1,030 C-bills
Lower 3,508 to 3,236 C-bills
Middle 5,356 to 4,940 C-bills
Upper 20,475 to 17,550 C-bills
Baronet 29,627 to 24,596 C-bills
Magistracy of Canopus
Minimum 1,147 to 983 C-bills
Lower 3,375 to 3,112 C-bills
Middle 5,222 to 4,817 C-bills
Upper 20,694 to 17,737 C-bills
Baronet 29,214 to 24,253 C-bills
Outworlds Alliance
Minimum 710 to 608
Lower 2,062 to 1,902
Middle 3,214 to 2,964
Upper 12,613 to 10,811
Marian Hegemony
Minimum 574 to 492 C-bills
Lower 1,687 to 1,556 C-bills
Middle 2,625 to 2,421 C-bills
Upper 10,347 to 8,869 C-bills
Patrician 29,214 to 24,253 C-bills
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Ranges...
I mentioned this a bit earlier on but here's a little more on that.
B-tech ranges are hard to figure out, the rules are canon making the ranges canon. However they are very short range and do not make much sense, particularly when one considers the velocity these weapons are doing, and some other things (including a few rules that hit at other ranges), to say little about real world stuff...
Now Total Warfare says this about B-tech ranges
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Finally, the abstractions of real world factors such as firing distances can enhance of the game universe. Battletech has always been about "in your face" combat which works best with closer ranges...
Clearly the ranges are an abstraction of reality, and reduced for game play purposes.
That said their are rules and some fluff that indicate B-tech weapons have a longer range than it seems.
Rules that indicate that the ranges are longer than what they seem
AA Shooting: Per the rules any weapon with a range of 16 can reach an altitude of 8 when dealing with aircraft, this is between 1,000 and 2,000 meters. This means that weapons like the PPC can hit things that is 2,000 meters away, almost 4 times it's supposed ground range of 540m. Another related rule is with elevations, Battletech dose not factor the height a unit may be at for ground units. An elevation is only 6m tall (this is where one gets the fact that mechs are roughly 12m tall from as a mech can hide behind a elevation two hill -i.e. a 12m tall hill), thus a unit at elevation zero can attack a unit two hexes away with machineguns even though the target is standing on a Elevation 100 hex... That's over 600m by the way.
Extreme range: Found in Tactical ops this rule allows units to hit targets out past "long" range, it is effectively twice it's medium range scale (a medium laser has a max medium range of six hexes (180m), thus it's max Extreme range is 12 hexes -360m).
Line of sight range: This a further expansion of weapons range, and picks up where Extreme range ends. It's has no defined range limit, effectively saying if you can see it you can try to shot it, no mater how big the playing area is. Meaning anything a unit can see can be shot at, now naturally the limit here is at the horizon which would be the limit of a units line of sight, and for a mech thats some 12km away (if facing another mech it's some 24km away...). This allows for some reasonably impressive ranges. Though not all weapons can use this range scale (energy requires a range of at lest seven hexes, and ballistic weapons require at lest 13 hexes to use LOS rules).
Ground units in space rules Ground units in space suck, but they can be used here, but their only allowed to target units in their own hex. This results in a "effective" range of between 9 and 18 kilometers (depending on where you view the firing unit is in that hex, at the center? Or is it at an edge firing to the other side...).
Fighter and Capital scale rules.
A Dropship or other Aerospace unit on the ground have a range no different than a ground vehicle, but once it lifts off thy quickly gain a lot longer range, fighter scale uses 500 meter long hexes (and the same 10 second turns as on the ground) this results in many weapon to have decent ranges, up to 13-22 kilometers. Capital scale has truly impressive ranges at lest for regular weapons the max range for regular weapons in capital scale is 25 hexes (it uses a some what different range system where all weapons have a standard range bracket) thats 450 kilometers with each hex being 18km in size. Though most weapons do not have that range, the ranges are split in to groups, some reaching out to short range (108km -AC-20s, small lasers, ect) medium range (216km, large lasers, PPCs), long range (360km, Gauss rifles, LRMs) and Extreme range (450km, Clan ER large lasers, and IS light Gauss rifles). Further more their is little difference between a Large Laser on a Fighter and one on a mech, in fact some have the same brand names.
Infantry Weapons
In the RPG, infantry weapons have ranges listed, when not coordinating their fire on armored targets, a infantry weapon has a considerably longer range. For instance a Mauser IIC laser rifle has a effective range of 1,400 meters, and Infantry LRMs with a 2.1km range. This is considerably longer than their vehicle scale counter parts. It is highly odd for infantry weapons to out range the weapons on a tank.
An indirect method of figuring out ranges
In Tactical operations a weapon called the Rifle cannon (fluffed as having smothbore versions) is fluffed as being not to dissimilar from weapons that we are currently using. These weapons where developed for some 300 years before the advent of the Autocannon in 2250 (which is why it's not a very smart idea to make the Heavy the equivalent to a 120mm gun). If these weapons are smiler to today's weapons and as they have a range smiler to B-tech weapons then one could use them to get an idea of how much the ranges have been reduced for game play. The Light Rifle has a range of 12 hexes, the Heavy 18 hexes with real life targeting ranges between 3,000 and 5,000 meters this results in a factor of 5.5 and 14 times.
And their are a few references in the novels, but most of the time they just use the ranges used in game, or smiler to them.
In short, Fighter scale, line of sight and ground units in space rules, all seem to indicate a effective range of 9 to 18km for B-tech ground units, which would indicate a ~16x decrees in range.
Their is a few other options however if one wants to use them.
The AA ranges is roughly 4.166 times longer than their ground range, applying this a large laser with Extreme range rules would have a range of roughly 2,500 meters, an AC-20 1,500m, a Gauss Rifle 3,500m and so on.
Using the Rifle cannon method, one can get a wide range of values between 5.5 and 14 times (close to the fighter, LOS, space numbers) but lets use a 10x factor (about in the middle of two values) this is a simple one, just simply add a zero to all the ranges used in game. As such a AC-20 (with Extreme range rules) would have a range of 3,600m, a Large laser 6,000m and the Gauss Rifle 8,400m.
Then theirs capital scale, and it's ranges...
Edited by Nebfer, 14 November 2013 - 07:30 PM.